forked from Misaki/GhostEngine
Major architectural update to graphics/material/shader system: - Introduced strongly-typed key structs (Key64/Key128) for passes, variants, and pipelines; removed legacy key types. - Implemented robust hashing and key generation utilities for efficient variant and pipeline lookup/caching. - Shader compiler now compiles/caches all keyword variants using new key system; includes handled as lists. - Switched to push constant root signature for per-draw data; updated HLSL and C# codegen accordingly. - Refactored Material, Shader, and Pass data structures for cache efficiency and variant support. - Pipeline library and PSO management now use 128-bit keys and variant-specific caching. - Replaced WorldNode with SceneNode in editor/scene graph; introduced ComponentManager for archetype/query management. - Migrated math utilities to Misaki.HighPerformance.Mathematics; updated editor controls. - Updated all HLSL and codegen for new buffer/push constant layouts and macros. - Misc: project reference cleanup, D3D12 Work Graph support, doc updates, and code modernization.
39 lines
1000 B
C#
39 lines
1000 B
C#
using CommunityToolkit.Mvvm.ComponentModel;
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using Ghost.Editor.Core.Contracts;
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using Ghost.Editor.Core.SceneGraph;
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using System.Collections.ObjectModel;
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namespace Ghost.Editor.ViewModels.Pages.EngineEditor;
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internal partial class HierarchyViewModel : ObservableObject, INavigationAware
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{
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[ObservableProperty]
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public partial ObservableCollection<SceneNode> SceneList
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{
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get;
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private set;
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} = new(EditorSceneManager.LoadedWorlds);
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private void OnWorldLoaded(SceneNode node)
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{
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SceneList.Add(node);
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}
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private void OnWorldUnloaded(SceneNode node)
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{
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SceneList.Remove(node);
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}
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public void OnNavigatedTo(object? parameter)
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{
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EditorSceneManager.OnWorldLoaded += OnWorldLoaded;
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EditorSceneManager.OnWorldUnloaded += OnWorldUnloaded;
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}
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public void OnNavigatedFrom()
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{
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EditorSceneManager.OnWorldLoaded -= OnWorldLoaded;
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EditorSceneManager.OnWorldUnloaded -= OnWorldUnloaded;
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}
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}
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